The go-go interaction technique: non-linear mapping for direct manipulation in VR
Proceedings of the 9th annual ACM symposium on User interface software and technology
Proceedings of the 1997 symposium on Interactive 3D graphics
INTERCHI '93 Proceedings of the INTERCHI '93 conference on Human factors in computing systems
A study of interactive 3D point location in a computer simulated virtual environment
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
Amplifying head movements with head-mounted displays
Presence: Teleoperators and Virtual Environments
Moving objects with 2D input devices in CAD systems and Desktop Virtual Environments
GI '05 Proceedings of Graphics Interface 2005
Guidelines for 3D positioning techniques
Future Play '07 Proceedings of the 2007 conference on Future Play
Keyboard before Head Tracking Depresses User Success in Remote Camera Control
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part II
DS-RT '11 Proceedings of the 2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications
Evaluating performance benefits of head tracking in modern video games
Proceedings of the 1st symposium on Spatial user interaction
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In this paper, we present an evaluation of exaggerated headcoupled camera motions in a game-like 3D object movement. Three exaggeration levels were compared to determine if the exaggeration was more beneficial than a realistic 1:1 mapping. The results suggest that there is some user preference for this type of exaggeration; however, no significant differences by the experimental conditions were found, other than a learning effect.